Fixed facing directions not working in multiplayer games (for clients).

Fixed a bug that did not save legendary properties on doodads when placed and picked back up.

Fixed an issue joining servers with very large worlds (larger than 40MB).

Fixed weapons using black powder even when you did not have any ammunition available.

Fixed some walk to tile issues when near or on the world's edge. (Thanks Arnkh!)

Disabled pausing the game during the death animation.

Fixed a visual glitch when lava appeared near rock/mountain faces producing a colored border until the save was reloaded.

Tweaked the rendering order of some in-game graphics so certain objects will not pop in/over the character any longer.

Fixed legendary containers from being re-rolled on use. (Thanks DanekJovax!)

Copal resin is now considered a "powder". (Thanks Arnkh!)

Fixed bind names (bindPress) not being able to be translated.

Fixed a bug where walking into a trap door spider with attacking (left/right hands) disabled would not reveal it.

Fixed a bug where traps would not revert back to the correct item properties (leading to randomized weight, unmodified names, etc.) when being set off.

Fixed an issue where anchor and control elements for new dialogs would be offset with small resolutions.

Fixed errors when loading a save with an unknown note (from a disabled mod).

Fixed a bug that passed a turn when attempting to decode a map that was not of the current world.

Fixed a disassembly exploit where it would be possible to always return one item even if the recipe only used one item, allowing infinite repeated crafting/disassembly. (Thanks Dez!)

Fixed being able to craft stone arrowheads and other stone tools with obsidian. (Thanks Arnkh!)

Fixed the "Menu Cancel" bind not working to go back from some menus, like the Options menu.

Fixed a rare issue where corpses could be displayed in the wrong graphic.

Fixed hooks not registering correctly if another hook had been registered to the same priority but was deregistered.

Fixed soil being duplicated and then dropped when digging up caves repeatedly. (Thanks Xech!)

Legendary items that had a reduced weight will no longer update to new weights (when changed) that would lead to 0 or negative weight items.

Fixed some mods staying partially enabled when connecting to a non-modded multiplayer server.

Fixed an oversight that caused reduced effectiveness of offering items to creatures to increase the maximum happiness level.

Ghost movement in simulated turns mode no longer passes turns for living players.

Fixed a bug that caused NewUI save data to be synced to clients in multiplayer. The fix for this may require players to reorganize their dialog/UI positions. Apologies!

Fixed the "Encumbered" note causing errors if you had less than 3 unique items in your inventory.

Fixed some options appearing cropped when not using the pixel font. (Thanks Dolphin!)

Fixed many spelling misteaks.

Fixed the "New Game" menu showing an incorrect save name and not letting you play the Challenge mode when at the maximum amount of save slots.

Fixed "enter" not causing a sound in interrupts when choosing "yes" or confirming.

Fixed the "open server" check button in the world menu defaulting the server to real-time mode rather than simulated turns.

The paused icon in real-time mode & multiplayer is now clickable, and the game no longer automatically unpauses when the host closes an interrupt.

Balance

Some creatures will now have a chance to skip movement for a turn (with the chance being different for each creature) but all creatures will now have a lower chance to become uninterested. Affected creatures will generally have a higher attack now.

Fishing rods no longer require bait when crafted but casting to catch fish will now use bait to attract them to your hook or net.

Increased the stamina received from drinking and eating most types of food.

Creatures that may spawn from dropping food into water, fishing, or gathering treasure will no longer move or attack after spawning.

Aberrant corpses will now increase reputation if the creature was normally non-hostile.

Added a spawning cap to merchant NPCs.

The taming quest within the Starter Quest has been moved further down the line.

Tactics will now raise when using throwing or marksmanship as a combat skill on successful hits.

Books now have a higher chance to be a "special" book.

Glass flasks are now less durable, require more ingredients and are harder to craft.

Creatures will now trample plants when attacking from a tile that has a plant.

Modding

All mod registrations are now done via a new suite of @Register decorators. Check out the modding guide or the Troposphere modification to learn how it's done!

Mods can now add their own sections to tile tooltips/inspections, with @Register.inspectionType.

Added support for adding Workshop tags for modifications via mod.json.

Mods can now register custom ItemTypeGroups, for use in recipes or item sorting.

Fixed fog and lighting options being global instead of per-player.

Fixed the FOV/FOW not returning after healing from death.

Noclipping movement is no longer delayed when overweight.

Fixed "walk to tile" path not being reset when teleporting.

You can now teleport on top of impassable doodads and terrain when noclip is enabled.

Added the ability to set plant growth stages.

Technical

Added a new "questing" system; the system that is used for Challenge Mode quests. It comes with mod support, so mods can provide their own quests (modders: see Starter Quest to learn how it's done).

Updated Wayward to use Electron 3.0.12.

The actions system has been rewritten in order to more strongly type action execution and provide a more robust API. Modded actions will be different as a result. See the Debug Tools or Troposphere mods for examples.

The language system has been rewritten to fix many longstanding issues. Pluralization rules are now handled by language-provided regular expression replacements, numbers are now translatable, and most hardcoded strings have been removed.

The max save size has been doubled.

System hardware (CPU, GPU, and memory) is now logged for easier troubleshooting.

In "Simulated Turns" mode, the game tick now occurs simultaneously with the player turn. The next game tick is still delayed by the same amount of time.

Multiple changes have been done to items produced when many items burn, including many fixes/consistency improvements.

Piles of ash can now burn away with enough time.

Doodads will provide more accurate and consistent items when burning, especially during different growth stages or stages of resource gathering for plants.

Items in fire (that can be burned) will now reduce in durability until eventually burning instead of sometimes instantly producing burned items.

Some items may now produce multiple items when burning (such as logs producing multiple charcoal). Crafted items will now also be more consistent with what they burn into based on what was used in the craft.

You can now connect to a server with required mods disabled. The game will automatically enable them for you and disable them after disconnecting.

Items that can spawn creatures on decay or break will now be able to spawn on a wider variety of tiles.

A saving screen will now show when exiting the game by closing the window.

You can now disable the custom cursor in the options menu.

Added some information about crafting fertile soil within the gardening help article.

Mods in the multiplayer menu now show their multiplayer compatibility in their tooltip. (Thanks black silence!)

Ghosts can no longer write notes.

Bug Fixes

Fixed difficulty appearing as a number instead of a message. (Thanks NB!)

Fixed players being briefly invisible when they join a multiplayer game in simulated turn mode.

Removed incorrect checks for under player when using an adjacent tile for sleeping.

New

Added viewing/sending message support to the dedicated server menu.

Improvements

Merchants will now face you when trading with them.

Increased the volume of creature movement/taming sound effects.

Balance

Increased the chance for sharks to despawn when out of view and range from them.

Feathers are now considered tinder and can be used to stoke fires.

Decreased the odds of chickens and harpies dropping feathers.

Mods

TARS

TARS will now use move to tile path previews for movement display (instead of particle effects).

Beta 2.6 "Mercantile"

June 29th, 2018

New

Added NPCs to the game that will spawn rarely and randomly in your world that you can barter and trade with.

You can now pathfind/move automatically to a tile using ctrl + left click (or middle mouse click) by default. You can preview the path by holding down ctrl. (Thanks Amax!)

You can now use adjacent tiles with items or containers as a source for crafting ingredients and recipe discovery.

Added tons of new legendary properties that are applied based on the item including damage, defense, stats, reduced item weight and many more.

Added a new "Notes" system to replace the previous hint system, providing non-intrusive hints and flavor to discovering the mechanics of Wayward.

Dying in hardcore mode will no longer instantly delete your save. You can now explore the world as a ghost, and retain worlds where you are a ghost.

Added animal glue, crafted from boiling animal bones and tissue.

Added coconut containers along with more coconut depth including dismantling to coconut husks, peeled coconuts and coconut meat.

Added "bone meal", to be used for fertilizer with compost and soil to create fertile soil.

Added a new set of obsidian tools and weaponry.

Added preview thumbnails to save slots in the load game menu.

Redesigned the help menu to feature a list-based layout to quickly find help articles with shortcut/navigation support.

Added "old educational scrolls", a new item that can help train specific skills.

Introduced the slippery "mudskipper" creature.

You can now filter the controls in the options menu.

Added two new skin tones, two new hair colors.

"Dead bushes" have been replaced with tumbleweeds with unique functionality.

Added three new milestones, "Pacifier", "Merchant", and "Notekeeper".

Added a console mode for dedicated servers.

Added the ability to pause multiplayer games (within the multiplayer menu).

All items are now able to be legendary tiered (not only equipables).

Added an option to disable visibility of helmets (will only effect your character).

Added more books and writings.

You can now make sand casts with clay, sandstone, and rock, instead of just wood with new types of sand casts added.

Added "stripped leather", dismantled from leather hides and used as cordage for strings.

You can now "build" bedding items, allowing you to use them directly on the ground instead of directly from your inventory.

Added a new action, "smother fire" to piles of dirt, sand, etc. used to extinguish fires.

Added a chat button that can send messages using mouse controls.

Improvements

Trees will no longer be inexplicably randomized which often did not produce all resources from the tree, especially when gathering during the ripening stage. Rocks/mountains will also no longer be randomized fully.

You can now change the positions of the static elements in-game (stats, messages, and the menu bar).

Implemented better support for high DPI displays, reducing blurry graphics and other rendering artifacts.

Resource gathering (as well as carving and harvesting) will now produce resources in steps on each action at a time instead of all items at once.

"Auto Gather" is now "Auto Gather/Harvest" and has been disabled by default.

Scared creatures will no longer flee from you outside of small radius, making it so they will no longer be found near shorelines most of the time.

You can now randomize your character name separately from your customizations.

When connecting to a multiplayer game, it will now reveal how many players are connected and what your ping is via messages.

Special mountain resource types (limestone, talc, iron, etc.) will no longer switch to their normal forms when depleting the resource, instead, they will have a mix of all resources present at the same time.

The stone knife now requires a handle and string to craft, but has increased durability.

Trampling can now occur on all growing plants during the seedling through vegetative stages.

Decreased the rate of egg production on chickens.

Modding

Hooks are now registered via the @HookMethod decorator instead of a mod.json field.

Added an API to add custom stats.

Added an API to add new status effects.

Added modding support for tile events via addTileEvent.

You can now add custom corpses for creatures by adding another corpse description object to addCreature.

Added an optional hook priority system. Each hook can choose its priority relative to other mods that use the same hook.

game.isTileEmpty now takes an ITile. Added a game.isPositionEmpty to replace the old functionality.

Added modding support for overlays (sprite layer used for making walk to tile graphics).

Added an OnItemDamage hook.

Added a proper @returns to getTileLightLevel. (Thanks Amax!)

The return of most hooks is now type-checked, and invalid results are ignored.

Added support for adding custom NPCs.

Added a suite of NPC-based hooks.

The menu bar button mod support now requires a description object that supports custom icons, a tooltip, and an onActivate method. Removed the OnButtonBarClick hook.

Added a GetPlayerMovementIntent hook.

Added a usableWhenPaused property for actions.

Added a PreLoadWorldDifferences hook.

Added an OnItemQuickslot hook.

Removed the GetNextMusicTrack hook in favor of editing or creating a custom EnumCursor which can handle which music track to go to.

Removed the CanClientMove hook.

Logging now supports multiple sources. Mods now have their own loggers accessible with this.getLog().

Fixed getContainerReference not accepting the proper amount of arguments.

Technical

Improved the performance of inventory and crafting sorting/updating.

Added a new property limitFps, defaulted to monitor refresh rate in launch options. Can be raised or lowered for additional performance/power saving.

Screen and menu transitions should now be smoother.

An error will now be displayed when trying to import very old save games from the Steam Workshop (instead of simply not working).

Changed the text system to use a more powerful interpolator, allowing arguments, colored text, and more in the future.

Updated music to use Web Audio APIs. Music no longer has to be faded/muted on loading.

Added a new property disableVSync to disable VSync when set to true in launch options.

The stats system has been reworked. All humans and creatures now use the same system.

Refactored enum iteration to use functional programming techniques, drastically increased the speed/performance of getRandom and getLength.

Added a new angleBackend property in launch options that will switch the back-end renderer with the following options: "default", "d9", "d11", "software", "gl", "gles" for additional hardware debugging.

Updated Wayward to use Electron 2.0.2.

Updated Wayward to use TypeScript 2.9.1.

Invalid (nonexistent) hair and skin colors now still work in existing characters or worlds.

Rewrote the Stats UI to be generated on the fly based on the stats that exist on the player.

Console output can now be filtered by source when in developer mode.

Added a new error message for save loading failures.

NewUi Components can now have custom context menus.

Utilities are now separated into different files (and their own namespaces).

Added a new colorProfile property in launch options that will force a color profile for the game with the following values: "srgb" (default), "rgb", "gamma24", and "none".

Changed BindingManager to capture presses globally, not per screen, to simplify the code and make the behavior more consistent.

Refactored most of the NewUi to simplify it, preferring a functional programming style.

Tile events now supports a graphicVariation property like doodads and no longer require to spread with spreadMax property.

Added NewUi dialogs, to eventually replace all the old dialogs. They can snap together and they resize with the viewport. As of this update, only four dialogs are using it: Messages, Notes, Quick Settings, and Edit Filters (for Messages).

Balanced desert oases by adding more varied tree growth states (less mature trees) and more grass.

Modding

Fixed "CheckButton.getText" and "CheckButton.setText" not using the correct text. (Thanks Amax!)

Mods

Reincarnate

Fixed a bug that did not update your crafts and weight on respawning. (Thanks Amax!)

Beta 2.5 "Kinship"

December 22nd, 2017

New

Added a multiplayer mode with casual/hardcore difficulty settings and a PVP option.

You can now milk tamed goats. Your taming skill will reduce the amount happiness your goat will lose when being milked.

Added new binds for moving towards the mouse, facing towards the mouse, facing directionals, toggling an item in a quickslot, clearing an item from its quickslot, moving an item, toggling an item as equipment, toggling screenshot mode, and showing more information in tooltips.

Controlled fires (campfires, furnaces, etc.) will now last longer as they will eventually reduce to embers that can be re-stoked for normal functionality.

Added a new ore type, along with all the craftable tools, armors and weapons associated with it.

Added cooling lava and obsidian tiles (with a new resource and new functionality).

Added many new items including some rare items, lore-related items and added all types of mortars and pestles.

Uploading save games will now automatically create thumbnails based on an automatic screenshot of the last in-game view.

Creatures will now take offerings from the ground and become tamed.

Added a new option that will add a confirmation dialog when using an item that is about to break.

Water stills will now show their container is full when gathering is available.

Added the "slithersucker". What could it be?

Added a new mohawk hairstyle.

Added a "pause menu" when in game which pauses single-player games in real-time turn mode. From it you may continue the game, return to the main menu, view the game options, and view multiplayer options for your world.

Add two new milestones, "Weathered", and "Seasoned".

Skill hovers now reveal which stats each skill can increase.

Added a new loot group for high level monsters that contains better loot (for their level).

Added a starter quest that teaches the mechanics of left/right hand use.

Arrows are now crafted with arrow shafts (making them lighter overall).

Added a menu for viewing Steam news in-game.

Bonuses are now granted for exceptional and remarkable items for stoking fire.

Added a new menu that automatically saves previous characters you've used, to use again or create new characters from.

Added location-based damage from burning sources. Feet and hand armor will now be used exclusively for certain fire sources.

Added "quickmove" binds to replace dropping into containers. You may quickmove items into a container you are facing, or quickmove items into the open container dialog.

The character creator now requires characters to have names (with random default era-accurate names). The characters' names now appear in the highscores list.

Added ability to copy text in opened messages dialog.

Added a resistance/vulnerability output for creatures with accuracy based on anatomy skill.

Added bind support for navigating around the game's menus.

Improvements

Redesigned all menus, ranging from the save game screen, to the options screen, to interrupting screens such as loading, confirm, or input screens.

Improved the look of wooden doors and tilemapping on all walls.

Updated the controls system to allow multiple binds on the same bindable action, more press types (mouse left, right, middle, scroll up and down, etc), and ctrl, alt, shift modifiers along with any press.

Aberrants no longer scale based on tactics/parrying bonuses from legendary items. (Thanks holyshield!)

Additional requirements are now specified in the item tooltips for disassembly.

Moved game options to a new menu with all the different game modes present when starting a new game, including a new turn-based/real-time options.

Fixed a bug where multiple items/UI elements were not being highlighted while going through the Starter Quest steps.

Fixed an issue where using certain actions from quickslots would trigger the clicking noise.

Fixed skeletal remains removing itself and "returning to life" even though it never did when the tile was blocked.

Fixed various typos in doodad and item descriptions.

Fixed an issue where highlighting effects would not properly fade out and abruptly cut the animation short before ending.

Fixed the outdated skeletal mage description text.

Fixed a bug where changelog buttons had an incorrect font size when using the alternate font. (Thanks Monkeys!)

Flying creatures will no longer make splash particles when flying over water.

Fixed a bug that loaded the wrong changelog versions after importing an older save game (or moving up versions).

You will no longer go the same seed/map when traversing the sea/sailing to civilization when not moving/passing a single turn in between. (Thanks blay.paul!)

Balance

Tweaked the abundance of needles by reducing durability of animal claws, making the dismantling of bone fragments only return one bone needle and reducing the chance of getting animal claws from some animals.

You now require to be holding an item in each hand to get the defense bonus from your parrying skill.

There is now a success/failure state to gathering plants/fungi (like gathering from trees/rocks previously). Based on botany/mycology depending on type.

Modding

Added a player argument to the OnTurnComplete hook.

Added a player argument to the ProcessInput hook.

Fixed some instances where mods could corrupt saves with items. (Thanks Driko!)

Added a OnQueueSoundEffect hook.

Fixed itemManager.removeContainerItems() missing the first item in the container for removal. (Thanks Amax!)

Added a GetNextMusicTrack hook.

Mods can now add new music and sound effects via addSoundEffect and addMusic.

The "compatibleMinorVersions" property of the mod.json is now required for mods to be enabled.

Technical

Wayward has been upgraded to use WebGL 2.0.

Wayward is now backed by WebAssembly technology.

Wayward has been updated to TypeScript 2.4.

Additional errors and logging are now available when the game save files exceed the maximum limit.

TileEvents can now exist as multiple distinct types per tile and can feature unique functionality.

Replaced tile.xId with tile.x (creatureId to creature, doodadId to doodad, corpseId to corpse, tileEventId to tileEvent).

Wayward has been upgraded to Electron v1.7.4.

Mods

Developer Tools

Added a "Travel Away" debug button that bypasses requirements.

Noclip no longer corrupts randomness when enabled.

Toggle tilled will now work on facing tiles (like all other interactions).

Reincarnate

You will no longer spawn on top of a doodad when reincarnating.

Beta 2.3.4

April 28th, 2017

New

Added an option to invoke the actions menu via right click on game screen (instead of inspect) that is defaulted on.

Added a resource gathering hint.

Added a quickslot hint.

Improvements

There is now a face direction delay to prevent erroneous movements after turning a direction.

The default option for context menus (item menus) is now right click instead of left click.

You can now use shift + right click to drop items from inventory, remove items from quickslots, move items from containers to inventory, and unequip items when using the new defaulted right click context menu option.

Inspect has been removed from the actions menu, and instead will require shift + right click to perform on the game screen or through the use of the new "right click inspect" option.

The hint for reputation now triggers at a higher malignity/benignity.

The taming hint is now only shown when killing a peaceful creature.

Bug Fixes

Fixed sort by recent not working correctly.

Fixed items being defaulted to the first quickslot option even when they actually defaulted to throw. (Thanks Caerold!)

Fixed not being able to move items from nested containers back to parents when at maximum weight even if the change wouldn't impact weight (or vice versa). (Thanks cxkis!)

Fixed an issue that resulted in shallow sea water forming when placing tiles over fresh water. (Thanks Morning River!)

Fixed an issue that would lead to a frozen loading screen when uninstalling old/broken/corrupt Workshop mods.

Fixed a few missing words in the hints section.

The Starter Quest window can no longer be resized to no effect and fixed a small issue that would resize the window with a smaller height than should of been possible on occasion.

Balance

You no longer start at -64,000 reputation when in daily challenge mode, but rather, a lower randomized amount.

Vine weight reduced down from 0.7 to 0.3 (to match palm leaves). This should normalize more item weights that use fabric/cloth/cordage.

Skill bonuses on consumables/edibles are now randomized per stat.

Skeletal Mages now require line of sight to cast their spells.

Modding

Added a 'stylesheet' property to the mod.json which can be used to append stylesheets automatically.

A variety of hooks are no longer missing from references. (Thanks Amax!)

Mods can now disable resizing and/or set their width/height to "auto" when using createDialog.

Technical

Removed the concept of "untoggleable" mods - all mods can now be enabled/disabled, regardless of their content.

Moved crafting tab style rules so that any dialog can make use of them. The styles are applied to any element with the "tab" class.

Added missing corpse translation strings to english.json. The language serializer has been updated to export this corpse dictionary.

Mods

Developer Tools

You can no longer attempt to resize the window's height to no effect.

Beta 2.3.1

April 7th, 2017

Improvements

You will no longer see unloadable mods in the game save tooltip. It will only show required mods to load the save properly.

The changelog menu now will only show changelogs up to the current version you're using.

You can now dig up treasures with your hands (without tool).

Starter Quest now shows shows your current progress out of all steps available before completing.

Improved some wording/formatting and fixed some typos within the Starter Quest.

More particle and sounds effects added to treasure digging.

Bug Fixes

Fixed iron materials and other items that came from earlier versions weighing too much or too little in the new version. There is a new system that will check for weight inconsistencies on game load. (Thanks wayfarer!)

Fixed rare instances where items dropped via loot, or created through mods would result in heavier items than should have been possible.

Fixed several instances where dismantled items could produce items that did not conform to normal item weight ranges. (Thanks Grub!)

Fixed an issue where containers would not accept their exact maximum weight. (Thanks Morning River!)

Fixed a "Failed to load changelog" error when browsing the changelog section.

Fixed the crafting tab showing dismantle items at the bottom of the window on rare instances.

Fixed an issue that would result in more space being added in between the Starter Quest icon and the rest of the icons at the top the more you created new games.

Fixed a message that produced an incorrect variable "0" output when trying to drop items on creatures.

Fixed an issue where some mods would not enable/disable properly.

Fixed sleeping or resting not showing the proper "ZZZ" animation.

Fixed some animation/audio glitches when going into new game/saving/returning to main menu/sleeping.

Fixed the developer logging checkbox getting cut off on hover.

Fixed the "Default" button for keybinds overlapping inputs.

Balance

Chickens will now produce eggs at double the rate when tamed.

Modding

Fixed an issue where some keybinds were duplicated when loaded and other issues regarding mods overwriting features of other mods.

Fixed an issue where you could not reference modded items as recipe components for other modded items.

Mods

Troposphere

Nimbus is now craftable (and uses the Flying skill).

Beta 2.3 "Expression"

March 31st, 2017

New

Added character customization. You can now choose a hair style, hair color, and skin tone. Included with this is the ability to import and export characters.

Added a new game menu that will allow you to choose a game save name, world seed, and character customization.

Added multiple new hair styles with small improvements to the old ones (more detail).

Fertile soil is now crafted and placed down to till and plant things in (instead of placing it over plants to increase fertility).

Added hoes and tilling functionality.

Spatial audio has been implemented. Sound effects will now sound more distant or directional, based on the source position.

Iron ore now weighs less and have more material per vein. This allows smaller iron crafts (lockpicks, bullets, arrowheads, etc.) to be dissembled again and take less resources. Iron craft requirements have been re-adjusted to accommodate this change resulting in many iron items weighing less.

Tongs have a new "Grasp" use that will allow you to pick-up items in fire/lava without hurting or burning yourself.

Separated out the pickaxe functionality from the stone axe. They are now two separate items. Also added an iron/wrought iron axe.

A changelog section has been added to the main menu, with support for viewing the current and previous changelogs.

Three new milestones added for -64,000/+64,000 reputation and animal taming.

The turn count is now listed in the malignity tooltip and in the highscore list.

You can now sort crafts by unlocked time.

Redesigned the skills and milestone dialogs with progress bars.

You will now be interrupted during resting or sleeping if a creature is damaging a wall or doodad within 5 tiles of you.

An "Un-equip all" button has been added to the equipment window.

You can now dismantle gravel into a pile of sand and stones. Its weight has been increased to accommodate this change.

Added a new creature with unique interactions.

Ash can now be placed down as a tile.

Containers now save their sorting after closing.

Creatures will now enter/exit caves if your reputation is lower than their spawning malignity (unless tamed).

You are now allowed to drop items on some doodads. If the doodad is lit, it will cause fire to propagate on the items if they are flammable.

"Keep Sort Active" will now also apply to containers.

Skeletal mages spawn skeletal remains instead of stone walls.

There is now a keybind to open the dismantle tab of the crafting dialog. The crafting keybind will open the crafting tab. Either key will close the dialog if the tab is already open.

Added a crafted reputation (malignity) rate in item tooltips.

You can now select which hand to use for attacking/gathering now. You will no longer attack/gather with both hands simultaneously.

Added our new developer, Aari to the credits.

Hide UI option added (for screenshots).

The icon for reputation (malignity) will now change based on good/bad reputation.

Wayward will now provide an error when running on an unsupported browser or system.

Added a combat hint.

Templates (houses, ponds, lava, etc.) are now mirrored and rotated to provide more variation.

Improvements

Malignity has been renamed to "Reputation" with two factors, malignity and benignity (bad/good). Positive values of reputation are good; negatives are bad.

Fertility of a plant is now boosted if planted or spread to a fertile dirt tile (placed via fertile soil). Additional fertility is given by watering exclusively (using the pouring action).

Trampling plants now removes durability from them instead of fertility, causing them to eventually break based on durability.

Plants no longer grow/spread/heal when there are items on top of them.

Improvements made to fire starting and torch lighting logic. Now only certain conditions will require kindling and fuel.

Added an OnPlayerDeath hook.

Modders can now use ui.appendStyle(id, css) for adding a custom stylesheet to their mod.

Implemented createButton/removeButton for adding/removing buttons from the top button bar.

Fixed an issue where input boxes would not accept characters that were keybinded to toggleable actions such as "o" for options.

New formatting added for language definition scripts for easier modding.

Mods no longer require onLoad, onUnload, or onSave event handlers.

Added onUninitialize method to mods.

Modifications can now use multiple files.

Added a "Developer Logging" option.

Equipped items are no longer tracked via an ".equipped" property. You can now use .isEquipped() instead of looping through inventory.

Refactored item onUse/use. These properties are now defined differently.

Added Mod.getFile to retrieve the text content of files in your mod directory (useful for CSS).

Removed the CalculateCreatureMoveType hook. creature.setMoveType is to be used instead.

Fixed the OnTurnComplete hook being called too early.

Mods that override game graphics/images no longer require scripts, they can be edited via a .json file.

mod.json formatting has been changed to use camelCasing for all properties.

Spaces within prefixes such as "an ", "a " are no longer needed within translations.

Technical

Updated Wayward to TypeScript 2.2.1.

The Wayward codebase is now modular.

Wayward has been updated to use Electron 1.6.1.

The Steam overlay should now be working on most Windows 7/8 systems once again.

On select operating systems and hardware configurations, you can now use the "opengl" renderer to allow Open Broadcaster Software to capture Wayward directly (game/window capture) without needing to capture full display.

Implemented a new launch_options.json option: "renderer" with options: opengl, egl, osmesa, swiftshader and default (defaults to either egl or opengl depending on OS).

UI related messages are now in a new Dictionary, UiMessage, instead of Messages. As a result, ConfirmScreen, InputScreen, and other Ui classes that recieved Messages now take UiMessages as well.

Fixed a Archiver.bulk() warning message appearing in console when publishing a mod.

Added support for corpses and creatures to be light sources (via new lightSource property).

Added preliminary support for multiple players (and real-time mode).

Mods

Ridiculous Hairdos

Introduced this mod for all of your ridiculous hairstyle needs.

Developer Tools

Added a template spawner and the buttons Disable FOV and Zoom Out.

Added a "Play Sound" dropdown. The selected sound will play where you click the mouse, when active.

The day/night bar now updates in real time and has a numeric readout.

Troposphere

Added a new "Flying" skill and modified the effect of drinking a rainbow to change your hair style, skin color and hair color.

Pirate Language

Added more word replacements and converted the mod to use the new JSON language format.

Balancing Tools

Proper opacity added to input when not hovering over the Developer Tools dialog.

Beta 2.2.3

December 10th, 2016

New

Added support for shift + right clicking on items within containers to move all of the same type.

Added a creature taming hint.

Added ability to enable and disable all mods.

Bugs

Fixed an issue where an invisible help window was blocking input inside the options window (caused by a change in beta 2.2.2).

Fixed a bug where deleting game data did not reload the game afterwards.

Fixed a bug where the height was incorrectly set on the hint windows that popped up during the loading a game and removed the ability for some hints to be shown during load.

Modding

Added a canDropItem hook.

Added the ability to get the source of damage via the onCreatureDamage hook.

Fixed return null not working for the onCreatureDamage hook.

Added CanCreatureSpawn and OnCreatureSpawn hooks.

Technical

Particle system refactored a bit. Now uses an RGB object and uses new ParticleType for non-defined values.

Sortable system has been recoded.

Version now automatically added within English translation for upgrade message.

Mods

[Argus] Fixed "See All" not working as intended.

Beta 2.2.2

November 26th, 2016

Bugs

Fixed a bug that did not allow water routing (digging pathways of water).

Fixed an issue where tile animations would continue to occur after a lava tile was changed into something else.

Fixed a bug that was showing the corpse carving hint when walking over blood instead of corpses.

Fishing on to land no longer produces a water sound effect.

Fixed an issue where a never-ending saving screen would occur when saving an older game that used mods that added creatures.

Added a check to stop errors when dismantling an impossibly weighted item (that appeared in beta 2.0).

Fixed an issue that changed doodads into other doodads when travelling to a new island after reloading that game (due to save conversion).

Fixed a bug where the character's facing direction was not updated when a confirmation screen was triggered.

Fixed a bug where breaking open a locked chest would not spill its contents.

You are no longer allowed to place tiles or build doodads over lava.

Fixed an issue where the new milestone fix was causing the game not to load. This was hot-fixed within the 2.1.1 update.

Balance

Hostile creatures now break aggression more commonly.

Malignity from skill use now occurs whether or not you gained in that skill. To counter-balance this, many skills have a much decreased malignity gain. Additionally, some skills now reduce malignity as well (new feature).

The malignity you gain from stat gains is now scaled based on the stat itself. The malignity gained from this method now starts off lower than previously.

Decreased spawning chance of claw worms slightly.

Aberrant creatures now have a cap on attack damage values.

Aberrant creature scaling now uses a linear progression, rather than a step/staircase; more smoothly ramping the difficulty.

Reduced plant spreading chance slightly.

Increased the damage of the flintlock pistol slightly.

Slightly increased chances of resources on digging.

Decreased effectiveness of equipment/armor and parrying against burn damage.

Improvements

Increased overall performance and reduced CPU/memory usage. These changes will have a greater impact on lower-end systems.

Plants now heal themselves over time (durability repairs itself).

Fade in/out transitions of windows/overlays are now a bit smoother.

Added coconuts palms to oasis templates.

Gathering plants and other environmental doodads no longer reduce their default durability.

Digging lava with hands now burns you.

You now receive the completion point for a Starter Quest as soon as you have reached it automatically so you can skip it if you missed clicking on the "Complete Quest" if going back a quest.

Added a "Close" button to the ending of the Starter Quest.

Added a "Start Quest" button to the beginning of the Starter Quest.

New

Added more different types of lava templates and tweaked existing ones.

Casting your net/line out (via fishing) on to items will now pick them up.

Modding

Added ability to specify amount of damage with onCreatureDamage.

Beta 2.2.1

November 20th, 2016

Bugs

Fixed the heavy lag while dragging items into quickslots. Performance while dragging items has also been improved.

Fixed a bug where item weight from a gathered doodad would only take in to account the first item across all of the items gathered. This caused the dismantle errors. If you still have a branch with 0.1 weight as a result of this, simply discard it, or use it in a craft to fix the issue.

Fixed water containers and other items that return other items on use from disappearing when used/consumed when coming from beta 2.1.3 saves.

Fixed an issue where milestones were getting reset on every game load.

Fixed quickslot items appearing above dialog/windows.

Fixed blood still being visible on the turn when it was removed.

Fixed a bug where you never would receive hand damage when gathering without a tool.

Fixed a bug where gather with hands still used a tool if equipped.

Fixed an issue where crafting tabs were launching the Steam overlay. This was hotfixed into beta 2.2 prior to this release.

Improvements

The order of the thirst and hunger bars have been swapped to match the notifications and messages (and internal data).

You will no longer get stuck at 0 malignity when maxing out the caps of both positive/negative. When maxing out one side of your malignity, the opposite side will be increased/decreased.

When carving a corpse with blood on top of it, it will now remove all blood on top of it and carve the corpse automatically.

Added the "You removed the blood." message anytime you remove blood from a tile indirectly (closing a door, building on a tile, etc.) and added particle effects/sounds to the action.

Technical

Removed an unused forceAberrant property on spawnFromGroup.

Fixed addCreature not working properly for mods.

Mods

[Troposphere] Fixed some errors and broken functionality while in the Troposphere.

[Developer Tools] Fixed a bug where the refresh mod section would disappear on game reloading.

Beta 2.2 "Tamed"

November 18th, 2016

New

Added creature taming and item offering.

Added an option to confirm when stepping on to fire or dangerous object.

A new creature has been added.

A new lava tile has been added (with added support for tile lighting and animation).

Over 25 new items and doodads added. Included in this are all clay/stone/sandstone versions of campfires, furnaces, and kilns. Also included in this is a wealth of new unique resources and simulation-focused corpse carved resources.

A dismantle tab has added to crafting (so you don't have to go into an item's menu to dismantle items).

Added a "Drop Under Yourself" (instead of facing tile) option.

Added a new option to warn players on possible item break when crafting with items with 0 durability.

A new "Pick-up All" option has been added to the actions menu when facing a stack of items.

Added a hint for filtering/moving/resizing windows when scrolling on windows for the first time.

Crafts can now be sorted by skill (shown in a list like categories).

Item/action menu and quickslot binds now show the key they have been re-binded to.

Added a new skeletal remains doodad that will replace skeleton spawns in abandoned houses that only animate when near.

Corpses now decay into their resources (as given when carved).

Added a new option for disabling crafts when equipped or within a quickslot.

There is now a sunset and sunrise (atmospheric lighting color shifts).

Added a blood in water graphic/corpse object.

Added a couple more rare random events.

You can now "Dig With Hands" from the actions menu without using a shovel with the same potentially harmful effects as gathering without a tool.

Added support for media/browser keyboard keybinds in the options.

Each doodad and tile event now has a unique description.

Each creature now has a unique description.

A new milestone was added.

Added the following item groups: seed, fruit, vegetable, and tinder.

Added a warning dialog when trying to go back Wayward versions.

Bugs

Fixed a performance issue that increased CPU as much as 50% on some lower-end computers, even when idle.

Forge and Anvils are now just "Stone Anvils" with an updated recipe. You will now require to be around another fire source and an anvil now for blacksmithing.

Milestones are now sorted alphabetically.

"Bones" renamed to "Bone Fragments" and no longer act the same as a "bone". They can be dismantled into two bone needles instead. These have also been added to many creature corpses that were missing bones.

Tweaked skeletal mage aberrant graphic (looks more distinct).

Keybinds for the action menu are now strictly set and do no change based on context. For example, closing a door will always be the same shortcut/hotkey now.

Items that decay into creatures (eggs to chickens) now will hatch within player's inventory, containers on tiles and doodads and will also be announced with a message.

Grass blades and leaves now can be used as tinder.

Pirate ghosts now spawn from magical essence decay/break.

Disassembling found items/equipment/etc. will now produce quality items based on the quality of the item being disassembled.

Pile of ash no longer burns under fires.

Things that would spawn on decay from items will now also spawn on the item being completely broken/destroyed.

Wooden fences now use 2 logs and a wooden pole now (instead of 3 logs) and can be disassembled.

Rotten meat item is now generalized graphically (so it doesn't just symbolize a steak).

Underground lakes are now a bit less massive.

Sleeping interruption now checks a square around you instead of just the four adjacent tiles.

Many improvements done to the Starter Quest including reducing the amount of quests and mentioning how long it will take.

You can no longer bind keys to left click (mouse 0).

You can now be within a 3x3 area of a required doodad instead of having to face it directly.

Improved information and grammar across all hints. Hints are no longer worded as though you triggered them (for players that browse them organically).

Added failure skill gain on gathering/digging when not getting any resource.

Fire elementals and drakes now avoid water.

Fire no longer damages flying creatures.

Drakes can now pass/stay in fire.

Doodads now display their quality in world tool-tips.

Added the ability for corpses to burn.

You can no longer disassemble arrowheads, bullets or lockpicks (due to it giving back more resources than weight could suggest).

If a random event occurs within sight, it is now reported in your messages, "You notice...".

Tweaked the corpse graphic for sharks to match the new blood in water graphic.

Added particle effects to stoke fire.

Collecting doodads that don't have a skill use (like walls) will now reduce stamina like other doodads (based on mining skill).

Added all water contains to creature loot (instead of just waterskins).

Disassemble requirements are now shown in tooltip.

Fire colors have been improved and are now more vibrant.

"Carve" from the actions menu is now "Carve With Tool", "Gather" is now "Gather With Hands", and "Rest" is now "Rest on Ground", giving more information to what is happening.

Improved the readability and display of dismantled items in tool-tips (no longer shows A Wooden Pole, A Wooden Pole, A Wooden Pole, ... for example).

You can no longer right (or left) click to drop while moving/experiencing a delay.

Particles brightness is now dependent on both ambient light and local light sources (no more black particles near light sources at night).

You now gain some skill when dismantling/disassembling (based on the item's associated skill).

You now gain anatomy skill when pouring water on yourself.

You now gain camping skill when lighting fires.

There is now a "News" button on the main game screen.

You can now build up tiles over water, raising the water with each tile. There are no more restriction set for adjacent land for this.

Separated the item action for equipping to your "hands", to two options for left and right hands.

Torches will now be doused when swimming.

You can no longer have lit torches in containers.

You can now disassemble containers (items will move to your inventory).

Prefixes have been added to creature corpses (fixing some grammatical issues).

You no longer pick-up items under creatures while attacking them.

Developer/Modding

Added support for back equippables to overlay over hair as well as provide custom sprites for water animations.

Added the following hooks: CanPlayerAttack, IsTileInspectable, OnInspectTile, OnCreatureDeath, and GetPlayerMaxHealth.

Added getLoadedModByName to make interacting with other mods from your mod easier.

The Wayward source and mods now use ES6 compilation.

Spawning groups are now defined as a creature property "spawnGroups" for defining creatures that spawn in caves, at night, as guardians, etc. This is no longer controlled within the spawning functions.

A new grouping system for doodads "DoodadTypeGroups" has been added.

Cleaned up parameters for skillGain.

Items, terrain, and creatures now have prefix support.

Reformatted language definitions. Prefixes now appear as the first parameter.

There is many new namespaces within the API including Corpse, TileEvent, and Creature. Previously, many creature functions were within the "game" namespace.

All references for "monster" has been changed to "creature".

Modding guide has been updated and improved.

Mods

[Developer Tools] Added a template spawner.

[Developer Tools] Added a listing of mods and refresh buttons within the options menu.

[Developer Tools] Added an unlock recipe button.

[Reincarnate] Fixed an issue where reincarnate was not always sending you to a new location on death.

Beta 2.1.3

August 12th, 2016

Bugs

Fixed an issue where items that decayed/changed into other items (fruit to seeds, or raw meat to rotten meat) did not shift in weight.

Fixed items that once had decay no longer are sorted with that decay still set (with sort by decay).

Fixed an "undefined" message when getting a status effect from a doodad.

Fixed an error that occurred when trying to repair wooden doors.

Fixed a bug that made aberrant monsters scared. Aberrant monsters should never be scared unless they are low health.

Fixed the build version not outputting in console for Mac OS X.

Fixed an issue where desert templates could spawn in to too close to sea water.

Fixed a bug that would stop a highlight (from Starter Quest/hints) prematurely if more than one called.

Fixed an issue where the daily challenge hint was not showing up when going to Daily Challenge.

Fixed an issue where scrollbars could shift item positions on certain sizes of inventory/containers/equipment/crafting windows.

Fixed an issue where skill in parrying would actually increase burn damage instead of reduce it.

Fixed a bug where you could open a context menu while the game was loading.

Fixed a bug where you would not earn the gatherer milestone unless you were using an ineffective tool for gathering.

Balance

Monsters have a slightly higher chance to lose interest.

Reduced weight of limestone, talc, sharp rocks and knifes slightly.

Abandoned house templates now have a higher chance to have missing walls/floors/etc.

Reduced max damage and increased max health of claw worms.

Doubled raft durability.

Re-balanced stoke fire values to make more sense with dismantling (all items equal up to their base items).

Reduced weight in each step of turning a bone/bones into a bone pole, sharpened bone, then to a bone needle.

Reduced woven fabric string requirement by 1 string.

Bugs

Fixed a bug that could result in refined sand as being 0 or negative weight.

Fixed an issue that could result in some items giving double weight based on their components (bone needle).

Fixed an error when eating spider eggs.

Fixed a grammar issue with the "Set Down" item use.

No more Golden Wwords.

Possibly fixed some issues where music would skip back to the start of the song, and randomly change to a new track. Let us know if you are still getting this issue.

Technical

Upgraded to Electron 1.3.1. Unfortunately this didn't help the Windows 7 issue as far as we can tell.

Obligatory Pokémon Go Reference

Minor text fixes.

Beta 2.1 "Appearance"

July 30th, 2016

New

Two new monsters added, both with unique abilities.

18 new items added, some with unique uses/placements.

Five new doodads added.

One new terrain type (tile) added.

Your equipment now changes your character's in-world "appearance". Hey, that's the name of the release!

Five new milestones added and milestones now have preset hidden/invisible status (instead of randomized) to prevent spoilers.

You can now choose the default item use for items in your quickslots (shown as a check mark).

Items now have variable weights. They will also transfer to the craft exactly (solving many inaccurate weights previously). Some weights have also been rebalanced.

A new dismantle item action has been added to break down items into parts. For example, dismantling a log will produce wooden poles and tree bark. A quest for this has been added to the Starter Quest.

Talent has been replaced by "Malignity". You can now increase and decrease your malignity (essentially making the game harder or easier dynamically) by certain actions, crafts, and skill gains. Because of this change, your actual score is now separate from malignity. Hovering over the malignity icon will show all three values.

Highlighted in-need-of-repair items (red borders) will now show in yellow (instead of the normal white).

Low durability items will now make a unique sound when being damaged.

You can now bind keybinds to mouse clicks (1/2/3).

New crafts are now highlighted in yellow and disappear after hover.

Clicking each inventory sort option will now reverse it when clicked multiple times.

You can now sort by decay, durability and quality.

You can now hover over world items, doodads, and monsters to get inspection information via a tool-tip (can be disabled in options).

There's now a "Pour on Yourself" action for water that will soothe burn injuries. "Cure" items no longer cure this status (medicinal items). Charcoal bandages now heal instead of cure because of this change.

Crafts are now also highlighted as you move over items in your inventory, showing what item is used in which craft.

Doodad resources, monster loot and corpse carve resources now have random chance added to them. Most previous resources/items remain at 100% chance, although some tweaks were made and new items were added.

Prefix and plural support has been added to items, doodads, monsters, and item groups. This will allow for many grammar improvements in text, especially for other languages.

The bear now has a swimming graphic.

When inspecting wooden chests or items on the ground, items are now listed with qualities highlighted in color and are combined together (for example, 5 tinder).

There has been tool-tips added to enable/disable options, describing what each do.

There is a new option which binds the item's menu to right-click instead of left click.

You can now repair doodads without having to pick them up. Very useful for repairing walls.

Bugs

Fixed an oversight where containers would not actually reduce decay of items.

Fixed an AI bug that would lead bears and krakens to get stuck on non-passable terrain too often.

Fixed a bug where using the hotkey button for in item menu (1, 2, 3, etc.) would also cause you to use that quickslot number's item.

Fixed an issue that caused some hardware configurations and/or installed software to cause Wayward not to be able to run.

Fixed a bug where two or more hints could appear at the same time, causing one or more to never trigger again.

Fixed a bug where wrought iron could be used for iron bullets/arrowheads.

Some items have been removed as repairable that were not intended to be repaired.

Fixed an oversight where scared/low health monsters would not try running away from the player as intended.

Fixed an issue where locked wooden chest loot was not randomized correctly.

Fixed a bug where placing soil over a burning tree would douse the flames, but no other messages or response was generated (did not remove the item).

Fixed an issue where message ellipsis was not displayed (when being truncated) when text messages were culled.

Fixed an audio issue where sounds would not play again if they were already in the middle of playing.

Fixed a bug that didn't really exist where non-flammable doodads could start on fire if their tile below was flammable (grass).

Fixed some instances where randomness was not predetermined based on seed.

Fixed intensity of blood color on corpses and other particle inconsistencies.

Fixed an issue where carving an acid spitter demon was not giving an anatomy skill raise.

Fixed the fire strength message not being fully accurate.

Fixed an issue where raft usage was not saved when quitting/loading the game.

Fixed a bug where travelling/sailing away would remove the water and their containers instead of just the water. Foods eaten on your travels will also return any items they give on being eaten (like seeds) as well.

Fixed a bug where gardening would not give the correct skill (Botany/Mycology) based on doodad type.

Fixed a bug where the "something in the way of your gathering" message would spam your messages while walking into tree/rock with a corpse on it.

Fixed an issue that wouldn't show a cave entrance if it was created over a doodad (like a door, chest, etc.).

Fixed a bug where aberrant chances were not being set and used properly (there was supposed to be an increased chance for caves/guardians).

Fixed an issue where the player didn't always animate (walk graphic) when passing a turn from certain actions.

Fixed a bug that allowed multiple skill raises and milestone increases per gather of resource(s).

The base amount of monsters in Daily Challenge mode has been doubled, but the initial grouping of monsters around the player has been removed.

The date is now logged on each highscore entry.

Improved touch control support.

Anatomy now effects your healing amount and success rate when using "Heal" items.

Strength/dexterity/metabolism/starvation/dehydration now all displayed on hover over stat values to show link between attribute/messages. Messages like "You feel your metabolism slowing." has been replaced with wording that is easier to understand based on these changes.

Doodads are now required on repair of some items (like a forge and anvil for metal items).

The skill list is now alphabetized.

Fixed some milestone description grammar issues.

All firemaking items now use the camping skill instead of tinkering.

Improved incompatible mod save data when moving up versions.

Wooden chests are now flammable and will spill contents on on break.

Tall grass now has it's own seed type that grows into tall grass instead of normal grass as it did before. Tall grass can now grow on gravel tiles.

Improved inspect accuracy on plant's fertility.

Fertility of a plant is now explained a little more clearly.

Stoke fire value/strength has added to item tooltips.

Proper sentence case has been applied to all text messages. No more "You have damaged A Kraken with An Iron Sword".

You are no longer allowed to stoke a stone water still (no purpose/reduction of confusion).

Balance

Wooden chests now block monster movement again; however, can be broken down and have their contents spilled.

Digging on ash can no longer produce charcoal.

Recipe skill levels re-balanced/tweaked for many items.

Doubled durability of spyglasses.

Bone pole default durability has been doubled.

Chickens now have bones when carving.

You can no longer close the door when something is in the way of closing it.

Leather quivers now require less resources to craft.

Living mushrooms no longer potentially spawn at the start of the game.

Digging now damages the tool from each attempt.

Digging now checks weight as you dig and adds stamina penalties (like other actions).

Item durability is decreased on each resource gather attempt now, but minimum chance at resource has been increased.

Repairing items now reduces their max durability by a decreased factor of 3 (based on minimum durability) instead of 2 previously (undo of last version change).

Locked wooden chests that appear in caves now contain different (lesser) loot than the tattered map/buried variety.

Tiles of ash are no longer produced only after the fire is out. Charcoal and piles of ash are no longer spawned out of nothing, and are based on tile/doodads/items in the fire instead.

Traps no longer deal "pure" damage to monsters. They now count as blunt and monsters can incur the normal resists and vulnerabilities.

There are now durability maximums on items from crafting (based on the item type and quality).

Wrought iron items are now half the durability of their iron counter-parts. This was a small increase for most items.

Overeating and over-hydrating now reduces a player-scaled amount of stamina.

All pick-axes have less attack damage.

You can no longer repair and disassemble while swimming.

All spears have increased in durability.

Increased difficulty skill check for crafting a small amount. The difficulty is also now highlighted if you have a low chance of success in a craft. The messages will now warn and mention the reason for failures.

There is a now a limiter in place for base defense as some aberrant monsters were nearly impossible to kill.

Monster spawn amount is now limited to 300 monsters.

There is now less iron spawns in the overworld. Cave iron spawns remain unchanged.

Hobgoblins can now open doors.

Creatures that lost interest now have a slightly higher chance to resume their chase quicker.

Sharks will now lose interest in chasing on the rare occasion.

Technical/Modder

Wayward has been upgraded to Electron 1.2.6.

Wayward now runs on TypeScript 2.0 (beta).

Particles are now based on tile coordinates instead of based on offset of player.

Tile resources have been re-factored to match the rest of the drop systems.

OnCraft, OnUpdateWeight, and OnMonsterDamage hooks have been added.

Added new item property that allows disassembly without needing to be craftable (craftable: false).

You can no longer drag files into Wayward.

Fixed an issue where certain mods would break when new items/monsters were added into the game.

Fixed a game load issue where the player had an equipped item from a mod that was unloaded.

Fixed an issue where global mod save data was clearing itself after each game and another issue where it would delete itself entirely if the game was unloaded/loaded too quickly.

Beta NaN (2.0.5)

May 11th, 2016

Bugs

Fixed NaN values appearing for crafted items.

Fixed a case of an infinite loading screen in the event that Steamworks failed in some way.

Fixed GetAmbientColorDay, GetAmbientColorNight, and GetAmbientColorCave hooks not working correctly.

Crafts now show how many items you have versus need for each item/group.

Walking sound changed/improved.

You can no longer gather walls directly. You now manually pick them up via the actions menu or via carving/digging.

Removed torch stand recipe. You can now place a torch using an item action (either lit or unlit).

You can add more fuel to a lit torch in your inventory.

You can now put out a lit torch in your inventory.

Tooltip layout for items have been condensed/improved.

"Rope-like" is now "Cordage".

You can now close item menus, action menus and the hint window with ESC (by default).

Game size option removed.

Monsters will have a chance to spawn closer to you, but never within line of sight.

Fire can now appear over doodads (environmentals) and corpses.

Wayward logo redesigned (No more "Gayward").

Added identifiers in inventory for showing if an item is equipped or quickslotted.

Equipping or quickslotting items no longer removes it from your inventory.

Tweaked sleeping turns/cycles a bit – less based on skill, shorter maximum duration.

Fire light is now orange tinted in color.

Nights are now not as dark as they used to be (caves are still as dark).

Default player light radius added back.

Light flickering has been added to player torches.

Sandstone are no longer "rock-likes".

Each world is now guaranteed a proper ratio of both sandstone (desert) and rock (temperate) areas. Deserts always spawn in the south.

There is now a larger dead-zone for item and action menus while they are opened, so that you hover your mouse further outside of the menu before it closes automatically.

Durability of glass bottle lowered.

Message now outputs which items were repaired, reinforced, preserved or transmogrified.

Pouring water on Fire Elementals will now cause damage.

Fires will now burn for longer.

Grass seeds will take much longer to grow now – on par with the rest of the plants.

Tweaked throwing damage scaling when throwing items with no attack value (previously used weight but allowed very high damage even from a feather for example).

Completed milestones now effect starting stats. The more you have completed, the higher the chance for better starting stats.

Food and water is now required for travelling home.

Monster spawn talent brackets have been adjusted, for a more smooth difficulty curve.

Stepping on a cactus will now injure you (depending on equipment).

Turning music back on from being off will now start the next song.

Kraken’s loot table has been adjusted so they don’t always drop a Message In A Bottle.

Increased visibility of message box (more opacity) and added a better line height setting for more readability.

Removed "modder" milestone. No fourth wall breaking here folks!

Wooden chests no longer block monster movement.

Skill have varying amounts of talent they will now give you. Combat skills will make you gain the most talent, while crafting and other utility skills will give you less. This is a balance for monster spawning talent brackets.

Messages will now show "gather" when you pick up an item using a gathering action.

The right hand is now preferred as the tool to use for gathering, but will go to left if right hand tool provides no bonuses/is not suited for task (or right hand is empty).

Damage from gathering without tools now scales with strength.

Added a message for missing black powder when firing the Flintlock Pistol.

The Archery skills is now "Archery and Firearms".

Updated help/hints with more up-to-date information.

Medicinal water now requires two medicinal items (reduces new player confusion).

Options dialog is now larger by default and organized better.

You can now eat unprepared pemmican (but it provides less benefits than prepared version).

Dialogs will now get resized if screen/resolution is smaller than the width/height of a dialog.

You will now continue your moving animation when trying to move into an obstacle/impassable object (Pokémon style).

Parrying is no longer used to negate damage from environmental of world objects such as being burned from fire.

Parrying now has stamina reduction based on skill value (lower chance to decrease with higher skill).

Scared monster AI will now pathfind more intelligently away from you.

Order of items in inventory is now saved on game close/reload.

Sleeping long periods of time will now be faster.

Walls now require a foundation under them (flooring) to have the flooring visually reach to the wall.

All shovels now require 1 pole-like (down from 2) and 2 strings (up from 1).

Stoke fire effect now doubled for all items.

Resting/sleeping "cycles" replaced with an hourly estimation of how long you rested/slept for.

Craft recipes will now unlock if you have only a single of each item required in the craft.

You no longer discover (or unlock) other related craft recipes by crafting any longer.

Spawned houses and other templates will now overwrite any monster/items/objects already generated.

Night time outside of caves now is brighter, but has a blue tint added.

Tattered Maps are a bit more common to drop by monsters and in treasure chests.

Ineffective/effective combat messages no longer show if you dealt 0 damage.

Ineffective/effective messages now show the damage types that were ineffective and effective.

Made sure all messages that are attached to a turn passing have the proper past tense in regards to grammar.

Items that change state (drinking water from containers for example) will replace itself in the same inventory position instead of placing it back at the end.

Special message added to aberrant loot drops.

Very long messages (like inspecting containers) will now get cut off in main message display. You can open the message dialog to get the full message.

Fire now destroys tiles overtime (tree, to bare tree, to ash).

Fires will now continue to burn as long as they have a fuel source (something burnable in or under them).

Burned containers will now spill out all the items contained inside.

Certain water containers (Waterskins) will now put out fire if burned inside them.

Snow is now part of the "water" grouping.

You can now "Drop All" in to water.

Chicken/Harpy feather drop rate reduced and will now only drop as many as can fit on a tile.

Plants will no longer grow on tiles you are standing on or where items are placed on.

You can now use items from containers inside your inventory.

Fixed some formatting issues with ranged damage, legendary and on equip properties on tool-tips.

On new world generation, more monsters will spawn in caves, and less will spawn above ground.

Dragging and dropping items is now more accurate (items push/move out of the way more smoothly).

Items that required a Lit Campfire now require any lit fire source instead.

Touch/tap control support has been improved.

Palm Leaves are now part of the Compost group.

Bugs

Fixed a bug where:

Crafting items were returning higher quality items too commonly.

Clicking Ectoplasm would cause an error (and not display menu).

Some sounds were getting clip/cut due to length/filetype.

Resources that had a 1% of dropping on dig/gather were never received.

Middle clicking inside a dialog (to use mouse scroll) would cause all input to be disabled until a restart took place.

Using mouse to move in an exact diagonal position would idle instead of move.

Many issues and bugs with using the first item in inventory (or in container) and generally any "first" in other game systems, such as the first monster, first environmental, etc. This is the thing that would lead to container errors, or your bedroll not decreasing in durability.

Dialogs would appear outside of screen if window was resized and the dialog was closed (would show up when re-opened).

You couldn’t carve/dig/pick-up a chest that was on a cave exit/entrance.

Many things were spelt incorrectly (typos) or had bad grammar.

Item menu would not close after dropping an item.

Repairing, reinforcing, preserving, or transmogrifying a stack of items would not loop through them correctly.

Game timers (for stat regeneration/decreasing) was not saved.

Firefox would report wrong in-game coordinates when using the zoom feature.

Fire Elemental’s fire could spawn on objects and other monsters.

Turning music off, then on again would cause error if no track was ever played yet if you tried to switch tracks.

A fully featured UI-driven modding system has been implemented with support for saves, requirements (mods of mods), and a rudimentary API for modding yourself. Implemented through Steam Workshop. Save game uploads are also supported via Steam Workshop as well.

Wayward now used IndexedDB for storage (allowing larger and more saves). Save data is also compressed now.